Finn sim-Laugren
Neutral Half-Gnome Half-Human Fighter 1
Gender and Pronouns: Male (he/him/his/his/himself)
Concept: Simple-minded slacker trying to make it into adulthood without dying or getting arrested.
Description: Stocky, doe-eyed, sides of the head are shaved and the hair on top is braided, pale and freckled
Religion: Finn owes no special fealty to any god, but prays on special occasions or great need to whatever god is applicable.
Homeland: Not yet defined
Ability Scores
Strength 16 (+3)
Dexterity 12 (0)
Constitution 15 (+1)
Intelligence 8 (-1)
Wisdom 13 (+1)
Charisma 9 (0)
Statistics
Maximum HP: 25
Total Armor: 2
Base Damage: d10 (+2 piercing)
Alignment: Neutral ~ Defeat a worthy opponent. Make an ally of someone powerful. Defeat a personally important foe. Learn a secret about an enemy. Uncover a hidden truth
Bonds: Stevi G's incredible sense of self-deception terrifies me. I owe Ziggy for betraying com in the past.
Experience: 1
Moves
Half-Gnome Half-Human: Once per battle you may reroll a single damage roll (yours or someone else’s).
Bend Bars, Lift Gates: When you use pure strength to destroy an inanimate obstacle, roll+Str. ✴On a 10+, choose 3. ✴On a 7-9 choose 2.
• It doesn’t take a very long time
• Nothing of value is damaged
• It doesn’t make an inordinate amount of noise
• You can fix the thing again without a lot of effort
Armored: You ignore the clumsy tag on armor you wear.
Signature Weapon: This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true. Choose a base description, all are 2 weight:
• Sword
• Axe
• Hammer
• Spear
• Flail
• Fists
Choose the range that best fits your weapon:
• Hand
• Close
• Reach
Choose two enhancements:
• Hooks and spikes. +1 damage, but +1 weight.
• Sharp. +2 piercing.
• Perfectly weighted. Add precise.
• Serrated edges. +1 damage.
• Glows in the presence of one type of creature, your choice.
• Huge. Add messy and forceful.
• Versatile. Choose an additional range.
• Well-crafted. -1 weight.
Choose a look:
• Ancient
• Unblemished
• Ornate
• Blood-stained
• Sinister
Finn's weapon is a pickaxe, with close range, that is sharp and huge. It looks ancient. (+2 piercing damage, messy, forceful)
Stuff and Things
Load: 14
Scale armor (2 armor, worn, clumsy, 3 weight)
2 healing potions (0 weight)
Antitoxin (0 weight)
Dungeon rations (8 uses, ration, 2 weight)
Poultices and herbs (2 uses, slow, 1 weight)
Total Weight: 8
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Stephen Gil (a.k.a., Stevi G)
Good Human Bard 1
Gender and Pronouns: Male (he/him/his/his/himself)
Concept: A very dense bard who has somehow managed to make it through lie despite being really bad at it.
Description: Fit, with joyous eyes, a stylish cap, and ostentatious clothing.
Religion: While Stevi G knows a lot about the gods, he's never really ascribe dto any religion.
Homeland: Not yet defined
Ability Scores
Strength 12 (0)
Dexterity 13 (+1)
Constitution 16 (+2)
Intelligence 9 (0)
Wisdom 8 (-1)
Charisma 16 (+2)
Statistics
Maximum HP: 22
Total Armor: 0
Base Damage: d6
Alignment: Good ~ Perform your art to aid someone else. Ignore danger to aid another. Lead others into righteous battle. Give up powers or riches for the greater good. Reveal a dangerous lie. Show mercy
Bonds: I am writing a ballad about the adventures of Ziggy. Ziggy said, "I'm very confused" when we first met, but seems to look up to me
Experience: 7
Moves
Human: When you first enter a civilized settlement someone who respects
the custom of hospitality to minstrels will take you in as their guest.
Arcane Art: When you weave a performance into a basic spell, choose an ally and an effect:
• Heal 1d8 damage
• +1d4 forward to damage
• Their mind is shaken clear of one enchantment
• The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. ✴On a 10+, the ally gets the selected effect. ✴On a 7-9,
your spell still works, but you draw unwanted attention or your magic
reverberates to other targets affecting them as well, GM’s choice.
Bardic Lore: Choose an area of expertise:
• Spells and Magicks
• The Dead and Undead
• Grand Histories of the Known World
• A Bestiary of Creatures Unusual
• The Planar Spheres
• Legends of Heroes Past
• Gods and Their Servants
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Stevi G is knowledgeable about gods and their servants
Charming and Open: When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
• Whom do you serve?
• What do you wish I would do?
• How can I get you to ______?
• What are you really feeling right now?
• What do you most desire?
A Port in the Storm: When you return to a civilized settlement you’ve visited before, tell the GM will tell you how it's changed since then.
Metal Hurlant: When you shout with great force or play a shattering note choose a target and roll+Con. ✴On a 10+ the target takes 1d10 damage and is deafened for a few minutes. ✴On a 7–9 you still damage your target, but it’s out of control: the GM will choose an additional target nearby.
Stuff and Things
Load: 9
4 coin
Dungeon rations (3 uses, ration, 1 weight)
A fiddle, never before played (0 weight)
Ostentatious clothing (worn, 0 weight)
Worn bow (near, 2 weight)
Bundle of arrows (3 ammo, 1 weight)
Short sword (close, 1 weight)
Total Weight: 1
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